Need some input on my campaign rules

Valors_End

First Post
I'd like to make sure my rules are clear and reasonable for purposes intended.

Campaign Rules

~Half-races
There are no half human/half orc or half human/half elf races.

There are half-blood orcs (Player’s Handbook half-orc stats plus (Ex): Blood Fury) and full-blood orcs (Monster Manual orc stats). All orcs begin as half-bloods and have an Extraordinary Ability; Blood Fury; that they can call upon as they reach adulthood. This ability changes their features and abilities to match those of a full-blood (Monster Manual) orc and changes the character’s alignment to Evil if it is not already. Once done, it cannot be undone; the character is permanently changed to a full-blood orc.

~Character Creation
Ability Scores: Roll 3d6
If total ranges from 3 to 6 add 10.
If total ranges from 7 to 10 add 6.
If total ranges from 11 to 14 add 2.
If total ranges from 15 to 18 add 0.

~Alignment
Alignments are restricted to: (any) Good, Lawful Neutral, and True Neutral.

~Race
For LA+0 races, all Wizards of the Coast products (3.5 Ruleset) are acceptable sources but require DM approval.

For LA+1 races, all Wizards of the Coast products (3.5 Ruleset) are acceptable sources but require DM approval; and will begin first level as a single-classed character instead of dual-classed.

~Class
The Gestualt dual class system will be used. Gestualt merges two classes, taking only the best qualities of the two parts to make a more powerful (well-rounded) whole.

There are no alignment restrictions for classes (except where required by the class, ex. Paladin’s Code of Conduct).

All Wizards of the Coast products (3.5 Ruleset) are acceptable sources but each class requires DM approval.

There is no experience penalty for multi-classing; but at least three levels must be taken in any class entered before a class change is allowed.

~Magic Item Creation
There is no experience cost for crafting.

Crafting costs one half of the item’s market price, and requires 1 day per 1000gp cost of the item. Multiple crafters can reduce creation time (reduce time required by one day for each additional crafter), but never to less than a day.

Magic enhancements or enchantments can be transferred between items of the same type, though the effectiveness of the enhancement or enchantment is reduced in the eight hour process.

Ex.1 Using Craft Magic Arms and Armor feat, a crafter can transfer the flaming property of a +2 flaming dagger to a +1 longsword. The result would make a +1 flaming longsword and a +1 dagger (the enhancement on the dagger fades due to the transfer).

When transferring bonuses between items the transfer cost is one half the bonus. (Meaning +10 becomes +5, +5 becomes +2, and +2 becomes +1).

Ex. 2 An item that provides a +10 skill bonus has its powers transferred to another item (note: the item must be of at least masterwork quality). The original item is now a masterwork piece (unless it had other magical properties) and the item that got the bonus only gains a +5 skill bonus.

~Called Shots
Called Shots are done with a penalty of 5 to hit (-5 to attack), and the attack must deal damage equal to (or greater than) one quarter of the target’s total remaining hit points for the effect to take place.

Head: -2 to Wisdom or Intelligence (1d2 to determine) based skills and saves.
Torso: -2 to Constitution based skills and saves.
Arm/Leg: -2 to Strength or Dexterity (1d2 to determine) based skills and saves.

Effects are not cumulative, but do require rest or magical healing to cure.


NOTE 1: When the word Class(es) is used, note that Prestige Class(es) are included in that context.

NOTE 2: The rules are designed to allow for faster in-game time frames. Magic items don’t take as long to build, so the PCs don’t have to wait so long to get special items crafted before they can continue their adventuring; though neither do NPCs.

NOTE 3: The rules are designed to keep the PCs alive and moving, again for faster in-game time frames. PCs will be able to push harder and further before having to rest. Also, the campaign was designed for more players and is quite deadly in a few places; hopefully, this will help avoid the slow down of PC deaths and new character introductions.

NOTE 4: Besides myself, no one in my group plays as Half-elves; so I decided to axe them. The campaign also requires a tremendous number of half-orcs, and the Player's Handbook's "creation method" does not do the job very well, at least in this situation.
 

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That stuff looks reasonable to me. High-gear fun, for sure. : ]

I'd be nervous about making crafting of magic items so easy though, without beefing up non-magical activity somehow as a compensator. It's a major boon to spellcasters, since their spelly gear (wands, scrolls) are so cheap now. If your campaign is designed to favor magical activity even more heavily than default D&D does, then obviously that's okay.

Here's how I'd try to break it: I'd play a cleric/wizard whose focus is buffing himself. I'd soon have the best magical gear in the party. Clerics are pretty strong combatants to begin with; adding all that wizarddry seems to be trouble in the context of plentiful and cheap magic item construction.
 

Thank you for the reply shurai.

I don't think I'll encounter many problems with the easier magic item creation. There will be many rogues involved in this campaign (so stealing some of their gear isn't improbable); a few fights with a foe specialized in Sunder; and some unexpected events likely to interupt vital periods of the crafting process.
 

My main reservation is with your character creation. As it stands, someone rolling 15 is 'worse off' than someone rolling 14, 10 or even 6.
Most rolls will end up being 13-16 so why not just roll 1d6+12?

Otherwise, I think that your Called Shots rules could actually slow combat as players recalculate all their bonuses.

Other than that it seems very generous and would likely be fun to play in.
 

Valors_End said:
Thank you for the reply shurai.

I don't think I'll encounter many problems with the easier magic item creation. There will be many rogues involved in this campaign (so stealing some of their gear isn't improbable); a few fights with a foe specialized in Sunder; and some unexpected events likely to interupt vital periods of the crafting process.

Wow, sounds like an exciting campaign. : ]
 

Your PC's will have a boatload of magic items, great stats, and be able to continue on adventuring forever (assuming, as most gestalt players I have played with do, take levels in cleric). This will be fun for the PC's, maybe, but really it is a pain for the DM. All of a sudden you need to throw foes 4, 5 ,6 CR's higher than the group, you start getting into the realm of the enemies one or two shotting or overwhelming the PC's since their hp isn't any higher but their power level is. If you don't throw those higher level encounters the fights become boring.

As long as you balance the encounters with the party's actual power level it will be pretty fun.
 

robberbaron
...someone rolling 15 is 'worse off' than someone rolling 14, 10 or even 6
I knew this, but didn't see a pressing reason to fix it.

...why not just roll 1d6+12
Because, sometimes I over think things and miss the simpler (and better) solution. I'll change the method to 1d6+12. It's cleaner and does away with the 15 issue.

...your Called Shots rules could actually slow combat as players recalculate all their bonuses
I'm not exactly fond of them myself. I was trying to allow them without too much randomness in their effect, as well keeping them relatively balanced.

Usually, the DMs in my group take a more situational approach, and there is rarely a constant effect from one called shot to the next. (That leg shot slowed him down, -10 feet move; that leg shot hinders his movement, -1 Dex; etc.) This can get quite irritating, from a player's perspective.


shurai
...sounds like an exciting campaign
I hope so. I plan to run Dungeon's Shackled City Campaign (with a few of my own minor changes).

Thank you both.
 

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